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Hi everyone! :)
Thank you to anyone that has reported any bugs with the mod and the settings as well. You're all fantastic!!
If you do have any feedback, suggestions, or find any more bugs with the mod, please let me know!
If you have a bug or problem with certain crops or animals please provide the following:
1. What crop/animal you're having trouble with. 2. What setting and/or settings you're using. 3. What season you're in. 4. What you were doing when the issue occurred.
This way I can look into the issue you're having quickly and stomp out any potential bugs ASAP!
Also if you're interested, be sure to check out my other mods!
I am having a bear of a time with the scythe. I checked the settings in the GMCM for Farming Made Easy Suite, and "Harvest with scythe" is NOT checked, yet I am being forced to harvest all crops with the scythe when not on the tractor, not just grains. In addition, the scythe does NOT work when my farmer IS on the tractor! I am at my wits' end with this. I have tried completely uninstalling both Tractor Mod and Questable Tractor Mod, including the information stored in my mods folder on my computer. Then I re-downloaded and re-installed the latest versions of both. That did not fix the problem. I am desperate, and am pleading for someone to help me! Thanks in advance to anyone who can offer any help.
Are you using another mod that adds new crops and are you trying to harvest those crops?
I've never experienced an issue with the Harvest With Scythe setting doing anything like that. But it only currently works with vanilla crops, not additional crops added by mods. It should just work whether you turn the setting on or off, even if the vanilla crops are planted.
I don't use the tractor mods, but I can test it out when I have time.
Eric, thank you for responding. I use other crops mods: 6480's Giant Crops; Bonster's Combined Crops; Cornucopia More Crops; Crops Anytime Anywhere; Growable Forage Crops and Bushes; More Grass. I'm playing on the Capitalist Dream Farm mod. When I set up the Questable Tractor Mod, there was something about using the scythe, and a step that could be taken if that didn't work. But, being an old Granny Gamer, I forgot where I read that! I'll try to go back and see if I can find that. You are so kind to offer to help with this. Thank you!
Would it help if I removed all those other crop mods and then added them back, one at a time, to see if one of them is a problem? What steps do I take to make sure the mods are completely removed and that no switch is left somewhere that may interfere with such a test? I really know very little of this technical stuff. My grandson taught me how to use mods!
UPDATE: I removed and uninstalled Questable Tractor Mod and now my farmer can harvest with the scythe on the tractor. She can also plant (use the seeder), which also didn't work before. Sounds like QTM has an unknown conflict with another mod I have going.
I want to say again that I appreciate you offering to research and help with my problem with QTM. You are an awesome mod author!
hi! i'm getting this in smapi, and i assume it's fine to ignore, but i wanted to ask what it means, if that's okay! [Content Patcher] Can't apply data patch "Farming Made Easy Suite > Animal Crackers At Marnie's After Obtaining One" to Data/Shops: there's no record matching key '(O)GoldenAnimalCracker' under Fields.
I found the issue to that setting. I'm actually going to change up that setting a little as I found another small issue with it. But once I come up with a solution soon, I'll release an update :)
I have updated the mod to Version 6.2.0 that corrects the issue. The option for obtaining one has been changed to Visited Mastery Cave. The option to obtain one had an issue where it would only work if the item was already present in the player's inventory or a chest. But once it was used or gone, Marnie would no longer sell the cracker.
Sorry for the inconvenience on that!!
The default price has also been updated to 100k instead of 50k. So you'll have to adjust the sell value accordingly if you had it set before :)
Thanks so much for this mod! I seem to have a minor visual bug with Auto Regrow enabled where the overworld sprite of the plant will turn invisible. The plant itself still functions as it should, it grows and can be harvested as normal - the big empty patches on my field/greenhouse are just a bit unsightly. No errors in SMAPI regarding missing textures or anything though. I do have sprite replacements (Vanilla Tweaks) installed so there might be some interference there when trying to load the sprite or something?
And yep, any time a setting is changed (Growth Speed or Auto Regrow), it's recommended to only do it for newly planted crops after the settings are changed.
If it's another mod that affects the vanilla crops, there's a chance it's trying to edit the same assets as Farming Made Easy Suite. Unfortunately there's no real fix to this issue because of how the game caches in item data on a per day basis.
The crops being invisible just means there's an edit to the assets that's not including the 5th stage of crop growth (the regrow phase). Crops that are already existent before enabling Auto Regrow still have their old assets file cached so the actual crop will regrow, but will show up as invisible because the asset for that data (the pixel art) is cached in from the data from the day before.
So it's highly recommended if you want the setting to fully work, do remove any existing crops and replant them AFTER enabling Auto Regrow :)
Great mod! Lucky I found it along with your other ones too.
Not sure if you're open to ideas/suggestions at the moment but have a few if they are possible:
Pierre's General Store
Option to sell basic tree seeds (Oak, Maple and Pine).
Option to sell Mahogany tree seeds.
Option to sell 'special' tree seeds (Mushroom Tree, Mystic Tree, Green Rain Tree). Palms would be nice as well but they don't have a seed in base game (unless there is a workaround like re-using another seed texture?).
Sell Banana and Mango fruit tree saplings (other than Island Trader which is much later in the game).
Sell Pineapple Seeds and Taro Tubers (again other than Island Trader).
Sell Hyper Speed-Gro, Deluxe Fertilizer and Deluxe Retaining Soil.
Sell Tree Fertilizer.
Option to sell Scarecrow, the 8 Rarecrows and the Deluxe Scarecrow.
Sell Pressure Nozzle and Enricher for sprinklers. Maybe options for being available immediately, after X farming level and/or when Qi's Walnut Room is unlocked?
Robin's Carpenter Shop
Able to sell Hardwood (with price adjusted by settings?) with increased price in year 2 onwards.
Sell Batteries and option for selling Solar Panels (after special order 'Island Ingredients' or outright available - options to reduce build cost and time taken to generate as well).
Sell Coffee Maker (after special order 'Gifts for George' or outright available - can only ever get one of these).
Clint's Blacksmith Shop
Option to sell Radioactive Ore (with option to appear in shop after completing 'Danger In the Deep' quest or outright available from start).
Option to sell Cinder Shards (available immediately or when Island gets unlocked?)
Also, not sure if this is even possible but, is there a way to potentially remove the trellis crops (Grapes, Green Beans and Hops) clipping so that you can walk through them?
Awesome, thank you - look forward to your next updates!
Forgot to mention if the craftable seasonal seeds that grow foragable items (Spring Seeds, Summer Seeds etc) can also be sold at Pierre's? Maybe options to either sell that seasons seed in the current season you're in as well as all seasonal seeds at all times. Maybe sold for 50g-75g each due to randomness of what you get?
Also, was thinking about your option for 'regrow crops' (which is great to have) and Sweet Gem Berries seeds which you already have an option for.
But, would you consider adding an option for Sweet Gem Berries to be categorised as 'fruit' (as technically the game thinks it's neither a fruit or vegetable) so it can be turned into Jelly (preserves jar), Wine (kegs and casks) and Dried Fruit (dehydrator) - the forumulas for costs are shown on the wiki. I appreciate some custom textures would be needed so completely understand if this is too much to ask!
Sure that all sounds plausible! I can most likely include those as well :)
For the Sweet Gem Berry, I can definitely make options for those! I think in the past I didn't include a regrow option for those because it would be too OP. But I can definitely create a separate section just for Sweet Gem Berries :)
The only part I would have to create new assets for is the Sweet Gem Berry growth phases. Other than that, the machinery will automatically figure the color and assets for the artisan goods they create for them!
It's not too much to ask! All great ideas! and I appreciate it all!! :)
I believe the option 'regrow crops' in your mod now already works with sweet gem berries (at least when I tried 2 days ago) so that bit is covered. I agree it can be OP but at least you have the option to set how many seeds are available from merchant and the cost of them (let alone modifying other stuff). You give players plenty of options for what suits them in this mod (and your others) to make it as easy or hard as they like so fair play!
If the artisan machines do automatically set the colour for the items that's cool! I would have thought they'd need to be set but learn something new every day!
I'm about half ways done with the coding portion of the additions you suggested :) I also made some smaller changes in some areas!
You are definitely right on the Sweet Gem Berries being affected already by the Auto Regrowth.
I actually think I'm going to remove Sweet Gem Berries from all normal seasonal crop settings and make a Sweet Gem Berry category!
Players will be able to customize those options for Sweet Gem Berries on their own. Along with some added settings that can make them into a proper food item! Thinking of having it give a full heal and + 5 luck for a short time! Think this would make it powerful as a heal, give a short burst a luck buff, but not too crazy. Would make players think about using it or selling it!
The only issue you did bring up was coconut trees. You are correct on that, it won't be possible at this time to do that...but I think I may just cheat that in one point in the future and use existing assets to make coconut trees! Shouldn't be too hard to do, but something I'll plan at a later point :)
Thought I'd give you a run down what's going on and some thoughts on Sweet Gem Berries! If you have any thoughts on that or anything else, please let me know! Helps a ton when I'm not the only one trying to come up with ideas for my mods! I love taking great suggestions :D
That's great to hear the update progress, look forward to trying out the new features!
Apologies in advance for the bit coming up!
For Sweet Gem Berries and the option to turn them into proper fruits for artisan machines (wine, jelly etc) it looks like the healing stats for wine shown on the wine wiki page have a calculation on it already as well as a debuff ('Tipsy' for drinking any wine which gives -1 speed for 30s) so not sure if you can have separate stats just for that one:
The energy and health restored by Wine is equal to 1.75 × Base Fruit Value for edible fruit.
For inedible fruit, Wine will restore energy equal to 25% Base Fruit Value and health equal to 11.25% Base Fruit Value.
Edible fruits = Energy restored is 2x base fruit energy. Health restored is 2x base fruit health.
Inedible fruits = Energy restored is 0.5x base fruit price. Health restored is 0.225x base fruit price.
So, even if you can make Sweet Gem Berries categorised as 'Fruit', you'll have to decide if you also want to keep them as inedible (so they'll be like Ancient Fruit) or make new stats if they are to be edible (as Ancient Fruits are not edible, the highest healing no-quality edible fruit is the Pineapple which heals 138 energy and 62 health). This would certainly be the easiest to do (as in, make them inedible fruits) so in effect they would be 'better' Ancient Fruits.
You could also have an option to make Ancient Fruit edible as well but this would be a very big change as it would change artisan calculations. So, a few options I can think of:
Option A - Sweet Gem Berries flagged as 'Fruit' but still 'Inedible'
Easiest option and would match the way Ancient Fruit works - can't be eaten directly but only used for artisan machines.
Sweet Gem Berry no-quality wine price would be 9,000g (3x base fruit value, which is 3,000) and iridium quality wine would be 18,000g (2x base wine value) each!
The healing of a Sweet Gem Berry no-quality wine would be 750 energy and 338 health (337.5 but game rounds up).
The healing of an iridium quality Sweet Gem Berry wine would be 1,950 energy and 878 health.
As you can see, the base value of an inedible sweet gem berry flagged as a fruit would be crazy! The ancient fruit no-quality base is only 550g by comparison. I think an option to adjust sell price of the sweet gem berry by itself may be a good idea - certainly only options to make it lower!
Option B - Sweet Gem Berries flagged as 'Fruit' AND now 'Edible'
Sweet gem berries can now be eaten so the calculations would change a lot.
As above, pineapples are the highest healing fruits (138 energy and 62 health for no quality) so sweet gem berries would need base stats.
I would suggest a no-quality edible sweet gem berry has a base energyheal of 175 and health heal of 75. With in-game calculations, a theoretical iridium edible sweet gem berry would be ~454 energy heal and ~195 health heal.
You would still have the very high wine sale price as before (as it goes off base fruit value).
The healing of an edible sweet gem berry fruit made into no-quality wine would be just as high as above.
Option C - Sweet Gem Berries flagged as 'Fruit', 'Edible' and Ancient Fruit marked as 'Edible'
Like Option B, making ancient fruits edible would slightly alter their prices for artisan.
As above, they would need base stats if they were made edible. Ancient fruit starts out in vanilla games being very rare but over time they far outclass sweet gem berries due to regrowth (assuming they didn't use your mod to regrow everything) and seed maker.
I would put ancient fruit, if they were made edible, between pineapples and a sweet gem berry so a base healing of a no-quality ancient fruit at 150 energy and 70 health.
Phew! If you read all this fair play.
Again, these are purely suggestions from just one person but definitely food for thought. Who would have thought sweet gem berries could bring so much thoughts into it just by making it into an artisan item source and a toggle if they should/shouldn't be edible as well! Really shows how that base price massively affects healing and selling!
Cool - looking forward to the next update, appreciate there is quite a lot to get through and add!
Would it also be possible for Marnie to sell the Golden Animal Crackers? Maybe something like sold for 25,000g each (scalable?) with options for availability such as appear after farming mastery is done, appear at X farming level or immediately available.
Bit of an odd one this but can you also make Mushroom Boxes craftable and/or sellable? The 6 existing ones in the Farm Cave can't be moved it seems but if you spawn in new boxes and place them they won't seem to do anything but will start on the next day and are fully moveable like any other farm machine.
Sellable = Either Pierre's or, more sensibly story wise, Robin's (since Demetrius (Robin's partner) gives you choice of Mushroom Cave vs Fruit Bat Cave) for ~750g each box.
The update will take a little longer to come out...I decided half ways through development that I would change some of the shop settings. Namely the availability options for most settings. So if players want to enable let's say Qi's Fertilizers At Pierre's, they can choose between Farming Level 10 and Visiting Qi's Walnut Room as a means to when they'll unlock at Pierre's. So I'm sprucing up the new settings that way and also adjusting older settings with the same changes :)
This is something I plan on doing with my other mods as well at some point, just a way to make things more customizable and cleaner!
So far, I have all the seed shop settings pretty much complete! Just need to add in some sell value settings for some of the new ones. Then Robin and Clint's shops will be next. Followed by all the other suggestions you made!
Sorry if it's taking a little longer, but I promise it'll get done :)
Getting close to finishing the update with all the features and additions suggested! Probably 85% done :)
Just some smaller additions that need to be added and I'm going to do a full test with all the new settings mixed with old ones to make sure there's no error and bugs lingering!
I'm 'hoping' to release the update this weekend sometime! If not, Monday or Tuesday!
Also one of the only issues I ran into was decreasing the production time for Solar Panels. Looks like it's hardcoded in the game and won't work with editing values like all the other machines. I did create a setting that removes the inside and rainy weather restrictions for it though. So they'll still produce batteries through those conditions :)
Look forward to it and please provide any issues or more suggestions when the update releases soon :)
*Update* So the only other issue I have is not able to change the price of normal wood at Marnie's. It's hardcoded so I can't straight edit it. Hardwood I can change, but I'll leave it alone for now since it'll look strange to lower the cost of Hardwood but normal wood is the same. I'll figure out a solution to that in the future :)
The ore for the Blacksmith will be coming in an update to my Combat Made Easy Suite mod :)
*Update 2* Version 6.1.6 has released with all the changes! Please let me know if there's any issues or if you have any questions!!
Look forward to trying out the new stuff later this week!
Edit - just updated and played around, awesome additions! Just noticed 2 very minor things:
a) In the mod settings for the mushroom box, the min and max tooltip say 'Select the minimum/maximum production of oil from Mushroom Boxes'. I'm guessing the 'oil' part is supposed to be 'mushrooms' instead? Also do you know if its possible for mushroom boxes to have a setting for equal chance of the mushroom it generates? b) I can't see any option to turn off collision/clipping for trellis crops (green beans, hops and grapes), unless I can't read!
For the mushroom box, yep that's a copy/paste typo on my behalf...I'll get that fixed :D
I sure can change the chances on that! I'll create a setting for it!
And the trellis...I totally forgot to add that in! I'm so sorry about that one! I LITERALLY was going to add it in on the final day I was working on the update but totally slipped my mind!! But I'll get that added in as well :)
I'm a little more free now to work on updates for a bit, so I'll begin development on those few changes and also work on the Combat Made Easy Suite updates for the Blacksmith as well!
Awesome, thanks for the update. No need for apologies as I'm sure you've got plenty of stuff to be getting on with.
Just out of curiosity, the vanilla Golden Animal Crackers specifically mention they do not work on pigs (assuming because the truffles appear on the ground outside). Wonder if its possible to get them to work in your mod?
The options you have in the mod for pigs makes it so truffles either drop on the floor outside (default behaviour) or drop overnight (inside the barn - great with the Automate mod). I imagine it might be a technical issue with the default drop on floor behaviour but may work if your option to drop overnight is selected?
Yep actually, I have experimented with Golden Animal Crackers on Pigs before, it actually breaks the game in weird ways...I DID try with having the Pigs drop overnight, but they still end up breaking the game.
I can't remember for sure...but I think it has something to do with Truffles being a forage item. I could maybe try experimenting again with it, and see if changing the category will fix it. I think I tried that?? But it was maybe a year ago I was working on that. I'm actually curious myself now because I wanted it to work so bad! D:
That's good to know! Figured it would be something funky like that.
Was thinking of a few more suggestions if you are still interested (apologies for giving so many!):
New option for Casks to process goods anywhere (other than only in house cellar).
Option for Bee House to have 'square' radius instead of 'circle'. Base is 5 tiles in each direction from centre / bee house itself (so 11x11 square).
Option for Bee House range to be increased (drop down?). Base is 5 tile range from the bee house (not including the bee house itself). Probably a range of 5 (default) to 10 would be more than enough?
Option for Scarecrow (and Rarecrows) to have 'square' radius instead of 'circle'. Base is 8 tiles up/down or left/right from the centre (so 17x17 square).
Option for Scarecrow (and Rarecrows) range to be increased (drop down?). Base is 8 tile range from the scarecrow (not including the scarecrow itself). Range of 8 (default) to max of 16 (matches deluxe scarecrow).
Option for Deluxe Scarecrow to have 'square' radius instead of 'circle'. Base is 16 tiles up/down or left/right from the centre (33x33 square).
Option for Delux Scarecrow range to be increased (drop down?). Base is 16 tile range from the deluxe scarecrow (not including itself). Range of 16 (default) to max 20/25/32 (the latter would be double normal base).
An option for all Sprinklers to act as scarecrows to match their sprinkler radius. While this may defeat the purpose of scarecrows, I also wonder what would happen with the pressure nozzle attachment (e.g. base iridium sprinkler is 5x5 range but iridium sprinkler with pressure nozzle is 6x6) so not even sure it can take into account this? Unless the code treats base sprinklers and sprinklers with pressure nozzles (or enrichers) as separate items that have different stats.
Option for Pierre to sell the Heavy Tapper. Available after visiting Qi's room on island, at Farming level X or immediately.
Option for Robin to sell normal (wood) chest, Big Chest (she already sells the blueprint for these), Stone Chest (normally available after special order 'Robin's Resource Rush') and Big Stone Chest (blueprint is available with Dwarf after completing special order 'Robin's Resource Rush').
Option for Robin to sell Junimo Chests. Either available after visting Qi's room on island, at Farming level X or immediately. Should be expensive at around 25,000g.
Craftable Junimo Chests. Not sure who would sell a blueprint for these (travelling cart?) or just available at Farming level X or immediately. Buildable with 50x hardwood, 5x moss and 1x gold bar.
Option for the Bookseller to always show all Power Books (with a stock of 1 only - subsequent reads give minimal XP in a skill) each time he visits.
Option for the Bookseller to always show all Skill Books (drop down options for stock of each book of 1-10, 25, 50 or infinite) each time he visits.
Option for Travelling Cart to sell multiple or infinite Coffee Beans (like you have with Rare Seeds already).
Option for Travelling Cart to sell multiple or infinite Ancient Seeds.
Option for the Coffee Maker (under Carpenter Shop section) to make either default Coffee or Triple Shot Espresso.
Option for Pierre to sell Qi Bean's. Available after visting Qi's room on island, Farming level X or immediately. As the Qi bean and Qi fruit only sell for 1g each and useful only for the quest, I suggest selling the plantable Qi beans at like 20g each just for convenience of having them immediately.
Option for Gus to sell Qi Seasoning. Either available for visting Qi's room on island, Farming level X or immediately.
Option for Gus to sell the book 'Queen of Sauce Cookbook'. Stock options of 1-10, 25, 50 per day or infinite.
Option for each skill book to be sold by a relevant shop. Stock options of 1-10, 25, 50 per day or infinite.
The range settings currently won't be possible with how the game hardcodes them...I unfortunately cannot change how range works through Content Patcher :/
But the good news is, everything else you listed is possible :)
I'll do some tinkering when I can and see what I come up with!
Sorry for the late report on this, I have actually been busier than I thought I was going to be. But I'll be getting to work on some of these changes soon :)
Thanks for the update and no need for apologies! Appreciate it's a lot of work that you're putting in for this in your free time so looking forward to the next update whenever it comes out. Keep up the awesome work!
Are you interested at any point on creating a SVE expansion mod of this mod like you separated the fishing made easy suites? I wouldn't expect you to make one each for the stand alone artisan/crop variety mods, there are several of those and not too many people play with those, but SVE added new fruit trees and crops and I'd like to add them to the fancy farm pattern I like using without worrying they'll die out the next season and having to remember to replace them in the pattern.
Any way, thank you very much for making this wonderful mod! Also the fishing and combat ones! Will admit I've never even made it to the bottom of the mines in Vanilla Stardew Valley, which is hilarious considering I can solo a Shara Ishvalda in MHW:Iceborne. I genuinely have no answers for why my gaming combat ability is that starkly different between the games, lol.
Hello. Love your mod so much. It honestly has brought me so much joy. I am confused about something in the setting though. It shows the option in minimum crop quality for iridium quality, but the maximum quality only goes up to Gold?
Also, I set the req materials for grass stater to 1 fiber and the blue grass starter to 10 fibers but when I go to my crafting menu it shows that the grass started is still 10 fibers? I have not progress far enough to see it the blue grass starter is affected as well.
For the quality options, this is actually intentional. Crops are actually hardcoded in a way to never reach iridium quality without the use of fertilizer. It will currently only work on the minimum setting because this setting is a 'guarantee' of that quality or higher. While maximum will limit that. Crops can only physically go to gold quality on their own but minimum goes against that rule. It's a little confusing. I did bring it up to the devs though to hopefully have a change for it in the future though!
For the second issue, I found the issue for this and will be fixed in a small update I'll release soon :)
As for the fiber thing, I did figure out that if I just adjust the settings for the grass fiber there is no problem. It was just when I adjusted the settings for the blue grass starter as well that things get wonky. But, I am happy to hear that it is being addressed. Thank you :)
Hi! I love using your Fishing Made Easy (and all the others of that one) and your Farming Made Easy. I use almost a 1000 mods but I just started a new playtest for a new map (just a redo of the Standard Farm but with grass and no visible dirt) and it's spring 7. I've been getting the following yellow SMAPI error:
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)472' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)473' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)474' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)475' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)427' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)477' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)429' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)479' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)480' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)482' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key 'WheatSeeds_Summer' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)484' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)453' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)455' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)302' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key 'SunflowerSeeds_Summer' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)490' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)488' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)491' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)492' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)493' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)425' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)299' under Fields. [19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)301' under Fields. [19:31:01 TRACE SMAPI] Content Patcher edited Data/Shops (for the 'Farming Made Easy Suite' content pack).
This is most likely caused by a mod that's replacing the Joja Mart stock of items. Farming Made Easy Suite is trying to edit something that no longer exists.
There's nothing to worry about though! Those errors won't have an effect on your game :)
594 comments
Please ENDORSE this mod if you like it! (Button at the top of the mod page)
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DONATIONS for the mod are completely optional! Thank you everyone that has and/or decides to donate! Very much appreciated :)
Hi everyone! :)
Thank you to anyone that has reported any bugs with the mod and the settings as well. You're all fantastic!!
If you do have any feedback, suggestions, or find any more bugs with the mod, please let me know!
If you have a bug or problem with certain crops or animals please provide the following:
1. What crop/animal you're having trouble with.
2. What setting and/or settings you're using.
3. What season you're in.
4. What you were doing when the issue occurred.
This way I can look into the issue you're having quickly and stomp out any potential bugs ASAP!
Also if you're interested, be sure to check out my other mods!
Fishing Made Easy Suite (Content Patcher)
Combat Made Easy Suite (Content Patcher)
Thank you all again and have a fantastic day!!
-Legacy
Are you using another mod that adds new crops and are you trying to harvest those crops?
I've never experienced an issue with the Harvest With Scythe setting doing anything like that. But it only currently works with vanilla crops, not additional crops added by mods. It should just work whether you turn the setting on or off, even if the vanilla crops are planted.
I don't use the tractor mods, but I can test it out when I have time.
Just let me know!
-Legacy
Would it help if I removed all those other crop mods and then added them back, one at a time, to see if one of them is a problem? What steps do I take to make sure the mods are completely removed and that no switch is left somewhere that may interfere with such a test? I really know very little of this technical stuff. My grandson taught me how to use mods!
I want to say again that I appreciate you offering to research and help with my problem with QTM. You are an awesome mod author!
Sorry for the late response but I'm happy to hear you got it figured out!!
Thank you very much for the kind words and support!
Have a great day/night :)
-Legacy
[Content Patcher] Can't apply data patch "Farming Made Easy Suite > Animal Crackers At Marnie's After Obtaining One" to Data/Shops: there's no record matching key '(O)GoldenAnimalCracker' under Fields.
I found the issue to that setting. I'm actually going to change up that setting a little as I found another small issue with it. But once I come up with a solution soon, I'll release an update :)
-Legacy
I have updated the mod to Version 6.2.0 that corrects the issue. The option for obtaining one has been changed to Visited Mastery Cave. The option to obtain one had an issue where it would only work if the item was already present in the player's inventory or a chest. But once it was used or gone, Marnie would no longer sell the cracker.
Sorry for the inconvenience on that!!
The default price has also been updated to 100k instead of 50k. So you'll have to adjust the sell value accordingly if you had it set before :)
Thanks again for the report!!
-Legacy
fast plant growth doesn't work
-Legacy
-Legacy
Thanks for the support :)
And yep, any time a setting is changed (Growth Speed or Auto Regrow), it's recommended to only do it for newly planted crops after the settings are changed.
If it's another mod that affects the vanilla crops, there's a chance it's trying to edit the same assets as Farming Made Easy Suite. Unfortunately there's no real fix to this issue because of how the game caches in item data on a per day basis.
The crops being invisible just means there's an edit to the assets that's not including the 5th stage of crop growth (the regrow phase). Crops that are already existent before enabling Auto Regrow still have their old assets file cached so the actual crop will regrow, but will show up as invisible because the asset for that data (the pixel art) is cached in from the data from the day before.
So it's highly recommended if you want the setting to fully work, do remove any existing crops and replant them AFTER enabling Auto Regrow :)
Hope that makes sense :)
-Legacy
Not sure if you're open to ideas/suggestions at the moment but have a few if they are possible:
Pierre's General Store
- Option to sell basic tree seeds (Oak, Maple and Pine).
- Option to sell Mahogany tree seeds.
- Option to sell 'special' tree seeds (Mushroom Tree, Mystic Tree, Green Rain Tree). Palms would be nice as well but they don't have a seed in base game (unless there is a workaround like re-using another seed texture?).
- Sell Banana and Mango fruit tree saplings (other than Island Trader which is much later in the game).
- Sell Pineapple Seeds and Taro Tubers (again other than Island Trader).
- Sell Hyper Speed-Gro, Deluxe Fertilizer and Deluxe Retaining Soil.
- Sell Tree Fertilizer.
- Option to sell Scarecrow, the 8 Rarecrows and the Deluxe Scarecrow.
- Sell Pressure Nozzle and Enricher for sprinklers. Maybe options for being available immediately, after X farming level and/or when Qi's Walnut Room is unlocked?
Robin's Carpenter ShopClint's Blacksmith Shop
Also, not sure if this is even possible but, is there a way to potentially remove the trellis crops (Grapes, Green Beans and Hops) clipping so that
you can walk through them?
Thanks again and keep up the good work!
These are all great suggestions!
I'll definitely look into adding these in the next update I'm in the process of working on :)
As for the trellis crops, yep it is possible! I'll add an option for that too!
Thanks again for all the suggestions!! :)
-Legacy
Forgot to mention if the craftable seasonal seeds that grow foragable items (Spring Seeds, Summer Seeds etc) can also be sold at Pierre's? Maybe options to either sell that seasons seed in the current season you're in as well as all seasonal seeds at all times. Maybe sold for 50g-75g each due to randomness of what you get?
Also, was thinking about your option for 'regrow crops' (which is great to have) and Sweet Gem Berries seeds which you already have an option for.
But, would you consider adding an option for Sweet Gem Berries to be categorised as 'fruit' (as technically the game thinks it's neither a fruit or vegetable) so it can be turned into Jelly (preserves jar), Wine (kegs and casks) and Dried Fruit (dehydrator) - the forumulas for costs are shown on the wiki. I appreciate some custom textures would be needed so completely understand if this is too much to ask!
For the Sweet Gem Berry, I can definitely make options for those! I think in the past I didn't include a regrow option for those because it would be too OP. But I can definitely create a separate section just for Sweet Gem Berries :)
The only part I would have to create new assets for is the Sweet Gem Berry growth phases. Other than that, the machinery will automatically figure the color and assets for the artisan goods they create for them!
It's not too much to ask! All great ideas! and I appreciate it all!! :)
I believe the option 'regrow crops' in your mod now already works with sweet gem berries (at least when I tried 2 days ago) so that bit is covered. I agree it can be OP but at least you have the option to set how many seeds are available from merchant and the cost of them (let alone modifying other stuff). You give players plenty of options for what suits them in this mod (and your others) to make it as easy or hard as they like so fair play!
If the artisan machines do automatically set the colour for the items that's cool! I would have thought they'd need to be set but learn something new every day!
Just a small progress report on these changes!
I'm about half ways done with the coding portion of the additions you suggested :) I also made some smaller changes in some areas!
You are definitely right on the Sweet Gem Berries being affected already by the Auto Regrowth.
I actually think I'm going to remove Sweet Gem Berries from all normal seasonal crop settings and make a Sweet Gem Berry category!
Players will be able to customize those options for Sweet Gem Berries on their own. Along with some added settings that can make them into a proper food item! Thinking of having it give a full heal and + 5 luck for a short time! Think this would make it powerful as a heal, give a short burst a luck buff, but not too crazy. Would make players think about using it or selling it!
The only issue you did bring up was coconut trees. You are correct on that, it won't be possible at this time to do that...but I think I may just cheat that in one point in the future and use existing assets to make coconut trees! Shouldn't be too hard to do, but something I'll plan at a later point :)
Thought I'd give you a run down what's going on and some thoughts on Sweet Gem Berries! If you have any thoughts on that or anything else, please let me know! Helps a ton when I'm not the only one trying to come up with ideas for my mods! I love taking great suggestions :D
Apologies in advance for the bit coming up!
For Sweet Gem Berries and the option to turn them into proper fruits for artisan machines (wine, jelly etc) it looks like the healing stats for wine shown on the wine wiki page have a calculation on it already as well as a debuff ('Tipsy' for drinking any wine which gives -1 speed for 30s) so not sure if you can have separate stats just for that one:
Similarly for jelly page:
So, even if you can make Sweet Gem Berries categorised as 'Fruit', you'll have to decide if you also want to keep them as inedible (so they'll be
like Ancient Fruit) or make new stats if they are to be edible (as Ancient Fruits are not edible, the highest healing no-quality edible fruit is the Pineapple which heals 138 energy and 62 health). This would certainly be the easiest to do (as in, make them inedible fruits) so in effect they would be 'better' Ancient Fruits.
You could also have an option to make Ancient Fruit edible as well but this would be a very big change as it would change artisan calculations. So, a few options I can think of:
Option A - Sweet Gem Berries flagged as 'Fruit' but still 'Inedible'
- Easiest option and would match the way Ancient Fruit works - can't be eaten directly but only used for artisan machines.
- Sweet Gem Berry no-quality wine price would be 9,000g (3x base fruit value, which is 3,000) and iridium quality wine would be 18,000g (2x base wine value) each!
- The healing of a Sweet Gem Berry no-quality wine would be 750 energy and 338 health (337.5 but game rounds up).
- The healing of an iridium quality Sweet Gem Berry wine would be 1,950 energy and 878 health.
As you can see, the base value of an inedible sweet gem berry flagged as a fruit would be crazy! The ancient fruit no-quality base is only 550g by comparison. I think an option to adjust sell price of the sweet gem berry by itself may be a good idea - certainly only options to make it lower!Option B - Sweet Gem Berries flagged as 'Fruit' AND now 'Edible'
theoretical iridium edible sweet gem berry would be ~454 energy heal and ~195 health heal.
Option C - Sweet Gem Berries flagged as 'Fruit', 'Edible' and Ancient Fruit marked as 'Edible'
Phew! If you read all this fair play.
Again, these are purely suggestions from just one person but definitely food for thought. Who would have thought sweet gem berries could bring so much thoughts into it just by making it into an artisan item source and a toggle if they should/shouldn't be edible as well! Really shows how that base price massively affects healing and selling!
All the best.
Would it also be possible for Marnie to sell the Golden Animal Crackers? Maybe something like sold for 25,000g each (scalable?) with options for availability such as appear after farming mastery is done, appear at X farming level or immediately available.
Bit of an odd one this but can you also make Mushroom Boxes craftable and/or sellable? The 6 existing ones in the Farm Cave can't be moved it seems but if you spawn in new boxes and place them they won't seem to do anything but will start on the next day and are fully moveable like any other farm machine.
Cheers :)
The update will take a little longer to come out...I decided half ways through development that I would change some of the shop settings. Namely the availability options for most settings. So if players want to enable let's say Qi's Fertilizers At Pierre's, they can choose between Farming Level 10 and Visiting Qi's Walnut Room as a means to when they'll unlock at Pierre's. So I'm sprucing up the new settings that way and also adjusting older settings with the same changes :)
This is something I plan on doing with my other mods as well at some point, just a way to make things more customizable and cleaner!
So far, I have all the seed shop settings pretty much complete! Just need to add in some sell value settings for some of the new ones. Then Robin and Clint's shops will be next. Followed by all the other suggestions you made!
Sorry if it's taking a little longer, but I promise it'll get done :)
Just giving another update! :)
Getting close to finishing the update with all the features and additions suggested! Probably 85% done :)
Just some smaller additions that need to be added and I'm going to do a full test with all the new settings mixed with old ones to make sure there's no error and bugs lingering!
I'm 'hoping' to release the update this weekend sometime! If not, Monday or Tuesday!
Also one of the only issues I ran into was decreasing the production time for Solar Panels. Looks like it's hardcoded in the game and won't work with editing values like all the other machines. I did create a setting that removes the inside and rainy weather restrictions for it though. So they'll still produce batteries through those conditions :)
Look forward to it and please provide any issues or more suggestions when the update releases soon :)
*Update* So the only other issue I have is not able to change the price of normal wood at Marnie's. It's hardcoded so I can't straight edit it. Hardwood I can change, but I'll leave it alone for now since it'll look strange to lower the cost of Hardwood but normal wood is the same. I'll figure out a solution to that in the future :)
The ore for the Blacksmith will be coming in an update to my Combat Made Easy Suite mod :)
*Update 2* Version 6.1.6 has released with all the changes! Please let me know if there's any issues or if you have any questions!!
Thanks very much again!!
Look forward to trying out the new stuff later this week!
Edit - just updated and played around, awesome additions! Just noticed 2 very minor things:
a) In the mod settings for the mushroom box, the min and max tooltip say 'Select the minimum/maximum production of oil from Mushroom Boxes'. I'm guessing the 'oil' part is supposed to be 'mushrooms' instead? Also do you know if its possible for mushroom boxes to have a setting for equal chance of the mushroom it generates?
b) I can't see any option to turn off collision/clipping for trellis crops (green beans, hops and grapes), unless I can't read!
Cheers :)
For the mushroom box, yep that's a copy/paste typo on my behalf...I'll get that fixed :D
I sure can change the chances on that! I'll create a setting for it!
And the trellis...I totally forgot to add that in! I'm so sorry about that one! I LITERALLY was going to add it in on the final day I was working on the update but totally slipped my mind!! But I'll get that added in as well :)
I'm a little more free now to work on updates for a bit, so I'll begin development on those few changes and also work on the Combat Made Easy Suite updates for the Blacksmith as well!
Thanks again :)
Just out of curiosity, the vanilla Golden Animal Crackers specifically mention they do not work on pigs (assuming because the truffles appear on the ground outside). Wonder if its possible to get them to work in your mod?
The options you have in the mod for pigs makes it so truffles either drop on the floor outside (default behaviour) or drop overnight (inside the barn - great with the Automate mod). I imagine it might be a technical issue with the default drop on floor behaviour but may work if your option to drop overnight is selected?
Yep actually, I have experimented with Golden Animal Crackers on Pigs before, it actually breaks the game in weird ways...I DID try with having the Pigs drop overnight, but they still end up breaking the game.
I can't remember for sure...but I think it has something to do with Truffles being a forage item. I could maybe try experimenting again with it, and see if changing the category will fix it. I think I tried that?? But it was maybe a year ago I was working on that. I'm actually curious myself now because I wanted it to work so bad! D:
Was thinking of a few more suggestions if you are still interested (apologies for giving so many!):
- Option for each skill book to be sold by a relevant shop. Stock options of 1-10, 25, 50 per day or infinite.
-- Bait and Bobber (Fishing - Willy's Fish Shop)-- Combat Quarterly (Combat - Marlon's Adventurer's Guild)
-- Mining Monthly (Mining - Dwarf in mines)
-- Stardew Valley Almanac (Farming - Marnie's Ranch)
-- Woodcutter's Weekly (Foraging - Robin's Carpenter Shop)
Phew! Thanks again for your efforts!
But the good news is, everything else you listed is possible :)
I'll do some tinkering when I can and see what I come up with!
Sorry for the late report on this, I have actually been busier than I thought I was going to be. But I'll be getting to work on some of these changes soon :)
-Legacy
Thanks for the update and no need for apologies! Appreciate it's a lot of work that you're putting in for this in your free time so looking forward to the next update whenever it comes out. Keep up the awesome work!
Any way, thank you very much for making this wonderful mod! Also the fishing and combat ones! Will admit I've never even made it to the bottom of the mines in Vanilla Stardew Valley, which is hilarious considering I can solo a Shara Ishvalda in MHW:Iceborne. I genuinely have no answers for why my gaming combat ability is that starkly different between the games, lol.
Yep, Farming Made Easy Suite will be getting the same treatment was Fishing Made Easy Suite in terms of receiving expansions!
SVE is actually first on the list :)
This is something I plan on starting fairly soon. But can't give an estimate but just know it is in the works and will begin development soon!
But I'm glad to hear the mods have helped in several ways!!
-Legacy
I don't personally use the phone version so I can't 100% confirm that.
-Legacy
It shows the option in minimum crop quality for iridium quality, but the maximum quality only goes up to Gold?
Also, I set the req materials for grass stater to 1 fiber and the blue grass starter to 10 fibers but when I go to my crafting menu it shows that the grass started is still 10 fibers? I have not progress far enough to see it the blue grass starter is affected as well.
For the quality options, this is actually intentional. Crops are actually hardcoded in a way to never reach iridium quality without the use of fertilizer. It will currently only work on the minimum setting because this setting is a 'guarantee' of that quality or higher. While maximum will limit that. Crops can only physically go to gold quality on their own but minimum goes against that rule. It's a little confusing. I did bring it up to the devs though to hopefully have a change for it in the future though!
For the second issue, I found the issue for this and will be fixed in a small update I'll release soon :)
-Legacy
As for the fiber thing, I did figure out that if I just adjust the settings for the grass fiber there is no problem. It was just when I adjusted the settings for the blue grass starter as well that things get wonky. But, I am happy to hear that it is being addressed. Thank you :)
Version 6.1.9 has been released to fix the Blue Grass Starter setting issue :)
Thanks again!!
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)472' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)473' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)474' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)475' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)427' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)477' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)429' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)479' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)480' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)482' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key 'WheatSeeds_Summer' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)484' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)453' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)455' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)302' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key 'SunflowerSeeds_Summer' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)490' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)488' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)491' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)492' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)493' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)425' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)299' under Fields.
[19:31:01 WARN Content Patcher] Can't apply data patch "Farming Made Easy Suite > Seasonal Seeds All Seasons Joja" to Data/Shops: there's no record matching key '(O)301' under Fields.
[19:31:01 TRACE SMAPI] Content Patcher edited Data/Shops (for the 'Farming Made Easy Suite' content pack).
This is most likely caused by a mod that's replacing the Joja Mart stock of items. Farming Made Easy Suite is trying to edit something that no longer exists.
There's nothing to worry about though! Those errors won't have an effect on your game :)
-Legacy